Showing posts with label Template. Show all posts
Showing posts with label Template. Show all posts

Monday, July 13, 2026

Infectious (Template)

Infectious (Template)


Destroy the body to survive the battle. Destroy the brain to survive the plague.

Victims of Virus Mortiferum become the creatures known simply as the infected. Unlike true undead animated by negative energy, the infected are corpses reanimated by a supernatural pathogen that colonizes the brain and extinguishes all higher thought. Every instinct, every movement, and every attack serves one purpose alone: to spread the disease.

Although biologically dead, infected creatures retain much of their physical speed and coordination. They sprint, climb, batter through obstacles, and relentlessly pursue living creatures that can serve as new hosts. They neither eat for sustenance nor kill from malice. Once a victim is no longer capable of resisting, the infected instinctively abandons it in search of another.

The infected are not undead in the metaphysical sense. They are something far more terrifying: a plague that walks.

Creating an Infectious Creature

"Infectious" is an acquired template that may be gained only by a living, corporeal creature of the Humanoid or Giant type that has succumbed to Virus Mortiferum. The resulting creature is referred to as an infectious creature.

An infectious creature uses all the base creature's statistics and special abilities except as noted below.

Size and Type

The creature's type changes to Infected.

Size is unchanged.

Hit Dice

All current and future Hit Dice become d12s.

Speed

Unchanged.

Armor Class

The creature's natural armor bonus improves by +2.

Base Attack

As Undead (1/2 Hit Dice).

Attack

The infectious creature retains all natural attacks of the base creature.

If it lacks a bite attack, it gains one as a primary natural weapon.

Size

Bite Damage

Fine

1

Diminutive

1d2

Tiny

1d3

Small

1d4

Medium

1d6

Large

1d8

Huge

2d6

Gargantuan

2d8

Colossal

4d6

Special Attacks

Virus Mortiferum (Ex)

Any living creature of the Humanoid or Giant type damaged by an infectious creature's bite must attempt a Fortitude save.

Save DC: 10 + ½ the infectious creature's Hit Dice + the infectious creature's Strength modifier + the damage dealt by the bite attack.

Failure indicates infection.

Virus Mortiferum cannot be overcome through natural healing.

Remove Disease suppresses the disease for 24 hours but does not eliminate it. Only Heal, Limited Wish, Wish, Miracle, or similarly powerful magic completely cures the infection.

Once infected, the victim remains conscious and fully functional throughout the incubation period.

Failed Save By

Incubation Period

1-4

8 hours

5-9

4 hours

10-14

1 hour

15-19

10 minutes

20+

1d4 rounds

When the incubation period expires, the victim dies immediately.

After 1d4 rounds, the corpse rises as an infectious creature.

Spawn (Ex)

Only living, corporeal creatures of the Humanoid or Giant type slain by Virus Mortiferum rise as infectious creatures.

A creature whose type has changed to another type (such as a half-dragon, whose type becomes Dragon) is no longer a suitable host and cannot contract Virus Mortiferum through ordinary means.

Pack Frenzy (Ex)

Whenever an infectious creature successfully bites a living creature of the Humanoid or Giant type, every infectious creature within 60 feet that can see or hear the attack immediately becomes aware of the victim's location and instinctively converges upon it by the most direct route possible.

Special Qualities

Cerebral Dominance (Ex)

Virus Mortiferum has completely consumed and replaced the creature's higher neurological functions.

Destruction of the heart, lungs, liver, spine, or any other organ has no effect upon an infectious creature.

The creature is immune to:

  • Critical hits
  • Sneak attacks and other precision damage
  • Ability damage
  • Ability drain
  • Death from massive damage
  • Death effects that rely upon living physiology

An infectious creature is destroyed only when its brain is destroyed.

If decapitated without destruction of the brain, the severed head remains animate indefinitely (see Animate Head).

Single-Minded Predation (Ex)

Infectious creatures instinctively recognize living creatures of the Humanoid and Giant types as suitable hosts.

Unless attacked or physically prevented from doing so, they ignore creatures of all other types.

Scent (Ex)

An infectious creature gains the Scent special quality.

Darkvision

60 feet.

Infected Traits

An infectious creature possesses the following traits.

  • d12 Hit Dice.
  • No Constitution score.
  • Immune to poison.
  • Immune to disease
  • Immune to sleep effects.
  • Immune to paralysis.
  • Immune to stunning.
  • Immune to fatigue.
  • Immune to exhaustion.
  • Immune to nonlethal damage.
  • Does not breathe.
  • Does not eat.
  • Does not sleep.

Because infectious creatures are animated by Virus Mortiferum rather than negative energy, effects that specifically target undead (including Turn or Rebuke Undead, detect undead, hide from undead, undead bane weapons, and disrupting weapons) have no effect upon them unless they specifically state otherwise.

Saves

As Undead.

Abilities

Str +4, Dex +2, Con —, Int 1, Wis 10, Cha 1

Skills

An infectious creature loses all skill ranks possessed by the base creature.

It gains a +8 racial bonus on Listen and Spot checks.

Feats

The creature loses all feats requiring conscious training.

It gains Toughness as a bonus feat.

Environment

Any land.

Organization

Solitary, pair, hunting pack (3-8), mob (9-30), or horde (31-500+).

Challenge Rating

Same as the base creature +2.

Treasure

None.

Alignment

Always Neutral.

Advancement

By character class.

Animate Head (CR 1/8)

When an infectious creature is decapitated without destruction of the brain, the severed head remains animate.

Treat the head as a Tiny Special Hazard.

Trigger: A living creature of the Humanoid or Giant type enters an adjacent square or physically interacts with the head.

Reset: Automatic.

Attack: Bite (use the infectious creature's normal bite attack bonus).

Hit: Normal bite damage plus exposure to Virus Mortiferum.

The head cannot move, pursue prey, make attacks of opportunity, or take any action other than its triggered bite attack.

Destroying the brain (hardness 0, 2 hit points) permanently destroys the head.

 

Wednesday, April 8, 2026

Rougarou (Template)

“The swamp remembers what the city forgets.”


The Rougarou is a cursed shapeshifter said to haunt marshlands, cypress groves, and fog-laden riverbanks. While similar to lycanthropes such as werewolves, the rougarou is steeped in regional superstition and spiritual consequence - a creature born of broken sacred oaths or deliberate curse-work by those who traffic in dark rites.

Its presence is often heralded by the distant sound of splashing water, the scent of wet earth, and the low, mournful howl of something that remembers being human.

Unlike traditional lycanthropes, the rougarou’s curse carries strange cultural bindings - rituals, foods, and customs that can influence its behavior in unexpected ways.

Creating a Rougarou

“Rougarou” is an inherited or acquired template that can be added to any humanoid or giant (referred to hereafter as the base creature).

A rougarou uses all the base creature’s statistics and special abilities except as noted here.

Size and Type

The base creature’s type does not change, but it gains the shapechanger subtype.

Hit Dice

As base creature.

Speed

Same as base creature in humanoid form. In beast or hybrid form, base land speed increases by +10 ft.

Armor Class

Natural armor improves by +2 in beast and hybrid forms.

Attack

A rougarou gains a bite attack in beast and hybrid form:

  • Bite: 1d6 (Small), 1d8 (Medium), 2d6 (Large)
    If the base creature already has a bite attack, use whichever is better.

Special Attacks

Curse of the Rougarou (Su)

Any humanoid or giant hit by a rougarou’s bite attack must succeed on a Fortitude save (DC 15 + 1/2 HD + Con modifier) or contract the curse of the rougarou.

This curse may also be deliberately inflicted through dark ritual:

  • A bokor (or similarly themed spellcaster) may bestow the curse using bestow curse, but:
    • The casting time is doubled
    • The ritual may only be performed under a completely full moon
    • The effect is considered a more powerful curse for the purposes of removal (DM adjudication, but typically requiring remove curse cast at higher caster level, or additional ritual components)

Special Qualities

Alternate Form (Su)

A rougarou can assume three forms:

  • Humanoid (base form)
  • Beast form
  • Hybrid form

Changing form is a standard action.

Beast Form:
The rougarou’s wolf form uses the statistics of a dire wolf (MM), except where modified by this template.

Damage Reduction (Ex)

A rougarou in beast or hybrid form gains DR 10/silver.

Scent (Ex)

As the universal monster ability.

Swamp Stride (Ex)

A rougarou may move through natural difficult terrain (mud, shallow water, marsh undergrowth) at normal speed without penalty and leaves no trail unless it wishes to.

Bayou Resilience (Ex)

Rougarou gain a +4 bonus on saving throws against disease and poison.

Roux Compulsion (Su)

The rougarou is mystically bound to the culinary traditions of its curse.

  • When exposed to the smell, sight, or presence of gumbo, roux, or any dish derived from a roux, the rougarou must immediately succeed on a Will save (DC 15) or be affected as follows:
    • It is calmed (as calm emotions) for 1d8 rounds
    • It immediately reverts to humanoid form
    • It becomes non-hostile and politely requests a bowl
  • If provided with food:
    • The rougarou remains calm and will not attack for the duration of the meal plus 10 minutes
  • If denied:
    • The rougarou must make a second Will save (same DC)
    • On failure, it immediately enters a rage-like state:
      • +2 Strength, +2 Constitution, –2 AC
      • Must shift into beast or hybrid form
      • Must attack the nearest creature for at least 3 rounds

This is a mind-affecting supernatural compulsion.

Moonbound Curse (Su)

Rougarou are influenced by the full moon:

  • During the full moon, a rougarou must succeed on a Will save (DC 15) or involuntarily assume beast form
  • Environmental conditions such as swamp fog, heavy rain, or ritual music may modify this save at the DM’s discretion

Abilities

+2 Strength, +2 Constitution, +2 Wisdom (in beast or hybrid form only)

Skills

In beast or hybrid form, a rougarou gains:

  • +4 bonus on Survival checks
  • +4 bonus on Listen checks
  • +4 bonus on Move Silently checks in swampy terrain

Feats

Same as base creature, but gains Track as a bonus feat in beast or hybrid form.

Alignment

Usually chaotic neutral or chaotic evil

Challenge Rating

Same as base creature +2

Level Adjustment

+3

Lore

A rougarou is not merely a beast - it is a punishment given teeth.

The curse falls upon those who break sacred oaths, whether sworn before gods, spirits, or something older still. These oaths are not always grand or ceremonial; a whispered promise in a dark chapel, a bargain struck at the edge of a cypress swamp, or a vow made in desperation can all carry the same terrible weight. When such promises are broken, the curse does not always come swiftly. It lingers, festers, and waits for the right moment - often beneath the rise of a full and watchful moon.

In other cases, the transformation is not fate but design. Bokor and other practitioners of forbidden rites may inflict the curse deliberately, performing long and exacting rituals beneath a perfectly full moon. These workings are not undertaken lightly, for they bind not only the victim but also echo back upon the one who casts them. Still, there are always those willing to pay the price, whether for vengeance, control, or the cruel satisfaction of reshaping a soul into something monstrous.

Though its body becomes that of a predator, the rougarou is never wholly divorced from what it once was. It remembers fragments - the cadence of speech, the structure of manners, the quiet rituals of shared meals. These remnants surface in strange and unsettling ways, particularly when confronted with familiar scents and traditions. A rougarou may pause mid-hunt at the smell of a simmering pot, its violence unraveling into something almost civilized, if only for a fleeting moment.

This contradiction is the cruelest aspect of the curse. The rougarou is not a mindless beast, nor is it truly a thinking creature. It exists in a liminal state, caught between instinct and memory, hunger and habit. Those who encounter one may find themselves treated not as prey, but as guests - right up until the moment they are not.

In the end, the swamp keeps its own stories. The rougarou is one of them - a walking reminder that promises matter, that rituals have power, and that even the most refined customs can survive in the jaws of something terrible.

Sunday, March 5, 2023

Template: Clockwork Construct

Clockwork Construct (Template)


Clockwork constructs are artificial beings of brass, iron, pipes, and precision-engineered mechanisms, animated through a fusion of magic and mechanical design. Though modeled after living creatures, their movements are often subtly unnatural - too precise, too measured, or disturbingly repetitive.

Clockwork constructs are most commonly created by mechinomancers, though ancient examples of unknown origin are rumored to still function long after their creators have turned to dust.

Creating a Clockwork Construct

“Clockwork Construct” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature), except aberrations, constructs, elementals, oozes, and undead.

Size and Type

The creature’s type changes to Construct.
Do not recalculate base attack bonus, saves, or skill points.

Hit Dice

All Hit Dice become d10s.

Armor Class

The base creature gains a +4 natural armor bonus.

Base Attack / Attacks

Unchanged.

Special Attacks

The creature retains all extraordinary (Ex) special attacks.
It loses all supernatural (Su) and spell-like (Sp) abilities.

Special Qualities

A clockwork construct retains all extraordinary special qualities of the base creature and gains the following:

  • Construct Traits: Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also affects objects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Damage Reduction: DR 5/adamantine
  • Resistances: Resistance 10 to cold, electricity, fire, and sonic
  • Darkvision: 60 ft.
  • Low-Light Vision: As base creature (if it had it)
  • Blindsight (Ex): 30 ft. (vibration-based or auditory sensors; DM’s discretion)
  • Magic Vulnerability: Clockwork constructs take +50% damage from rusting effects (such as rusting grasp or a rust monster’s touch)
  • No Natural Healing: Clockwork constructs do not heal naturally. They must be repaired via the Craft (mechanical) skill or appropriate spells (such as make whole).
  • Spell Resistance: SR equal to 10 + Hit Dice
  • Unliving: A clockwork construct cannot be raised or resurrected.

Saves

As construct type.
Clockwork constructs are immune to effects requiring Fortitude saves unless those effects also affect objects.

Abilities

  • Str +2
  • Dex –2
  • Con —
  • Int 3 (if the base creature had an Intelligence score, it becomes 3 unless otherwise specified)
  • Wis –2 (minimum 1)
  • Cha –4

Skills

Same as the base creature, but skill checks relying on Charisma suffer a –4 penalty.

Feats

Same as the base creature.

Environment

Any

Organization

Solitary or as directed by creator

Challenge Rating

Same as base creature +2

Treasure

None

Alignment

Always neutral

Advancement

Same as base creature (if applicable)

Level Adjustment

+2 (generally unsuitable for player characters)